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Magnataur

Magnus

  • Strength Magnus Strength
    21 + 2.75
  • Agility Magnus Agility
    15 + 2.5
  • Intelligence Magnus Intelligence
    19 + 1.65
  • Magnus

Shockwave

A wave of force ripples out from the Hero, causing damage to land units in a line.

Empower

Gives an allied unit bonus damage and Cleave.

Skewer

Magnataur rushes forward, goring enemies on his massive tusks.

Reverse Polarity

Through some unknown property of matter, the Magnataur sucks all nearby enemies to a location in front of him and stuns them with a powerful slam, dealing damage.

  • Scourge
  • 0.5 / 0.84
  • 49 - 61
  • 0.3 / 0.6
  • 4.1
  • 1.7
  • 315
  • Instant
  • 128 (melee)
  • 1800 / 800

The Magnataur's primary role is using his powerful Reverse Polarity ability to ensure his team's victory in battle. With proper placement, a single Reverse Polarity can change the outcome of a team battle and potentially win the game. If combined with other area of effect spells, Reverse Polarity can destroy an entire enemy team. However, Magnus himself is no pushover in combat. Using Empower and Mighty Swing in conjunction gives him a very strong physical attack capable of damaging multiple bunched up units, perfect when used after Reverse Polarity. In addition, Magnus has an area of effect spell of his own: Shockwave. Due to its relatively low mana cost and cooldown coupled with its high damage, Shockwave is an effective tool for harassing enemies in a lane and finishing off damaged foes. Although the power of Reverse Polarity tends to overshadow his other skills, Magnus is far from a one-skill hero.

Maybe the most tremendous being on the Scourge, Magnus is a power to be reckoned with. Trained from birth to become a potent warrior, he is now at the peak of his strength. The Magnataur's giant axe can cleave paths through his enemies, and create a bone-breaking shockwave that ripples through the ground. Further strengthened by a demonic magic that enhances his attacks, he can crush enemies with shocking ease. His greatest power, though, is the ability to create an immensely strong magnetic field, sucking in helpless foes to meet their end.


Shockwave

  • Active
  • Point / Unit
  • W

A wave of force ripples out from the Hero, causing damage to land units in a line.



  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 90
  • 10
  • 1000
  • 150 (Starting AoE) / 700 (Distance) / 150 (Final AoE)
  • N/A
  • Enemy unit
  • 75 damage
  • 2
  • 90
  • 9
  • 1000
  • 150 (Starting AoE) / 700 (Distance) / 150 (Final AoE)
  • N/A
  • Enemy unit
  • 150 damage
  • 3
  • 90
  • 8
  • 1000
  • 150 (Starting AoE) / 700 (Distance) / 150 (Final AoE)
  • N/A
  • Enemy unit
  • 225 damage
  • 4
  • 90
  • 7
  • 1000
  • 150 (Starting AoE) / 700 (Distance) / 150 (Final AoE)
  • N/A
  • Enemy unit
  • 300 damage

Notes

• Damage type: magical
• If a unit exits and enters the area of effect it will be damaged two times.
• This skill only affects ground units.
• Can hit units up to 1000 range away.




Empower

  • Active
  • Unit
  • E

Gives an allied unit bonus damage and Cleave.



  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 40
  • 12
  • 800
  • N/A
  • 40 seconds
  • Allied unit
  • 20% attack damage and cleave.
  • 2
  • 40
  • 12
  • 800
  • N/A
  • 40 seconds
  • Allied unit
  • 30% attack damage and cleave.
  • 3
  • 40
  • 12
  • 800
  • N/A
  • 40 seconds
  • Allied unit
  • 40% attack damage and cleave.
  • 4
  • 40
  • 10
  • 800
  • N/A
  • 40 seconds
  • Allied unit
  • 50% attack damage and cleave.

Notes

• Only increases base damage and that given by the primary attribute of the units. Raw bonus damage is not increased.
• The cleave ability has an area of effect of 200.




Skewer

  • Active
  • Point
  • D

Magnataur rushes forward, goring enemies on his massive tusks. Charges up to 1200 range at max level. Units hit will be stuck with you until you reach your targeted point, at which point they will be slowed by 40% for 2.5 seconds.



  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 80
  • 30
  • 750
  • 125
  • 2.5 seconds
  • Enemy heroes
  • Deals 70 damage and maims.
  • 2
  • 80
  • 30
  • 900
  • 125
  • 2.5 seconds
  • Enemy heroes
  • Deals 140 damage and maims.
  • 3
  • 80
  • 30
  • 1050
  • 125
  • 2.5 seconds
  • Enemy heroes
  • Deals 210 damage and maims.
  • 4
  • 80
  • 30
  • 1200
  • 125
  • 2.5 seconds
  • Enemy heroes
  • Deals 280 damage and maims.

Notes

• Damage type: magic
• Magnataur charges to the target location at a speed of 950.
• The first enemy units hit will be pulled along with him to the destination.
• Units pulled with Magnataur will be slowed by 40% for 2.5 seconds after the charge, and take damage.




Reverse Polarity

  • Active
  • Instant
  • V

Through some unknown property of matter, the Magnataur sucks all nearby enemies to a location in front of him and stuns them with a powerful slam, dealing damage.



  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 200
  • 120
  • N/A
  • 410
  • 2.25 seconds
  • Enemy unit
  • Deals 50 damage and stuns
  • 2
  • 250
  • 110
  • N/A
  • 410
  • 3 seconds
  • Enemy unit
  • Deals 125 damage and stuns
  • 3
  • 300
  • 100
  • N/A
  • 410
  • 3.75 seconds
  • Enemy unit
  • Deals 200 damage and stuns

Notes

• Damage type: magical
• Disable works on magic immune units.
• Pulls affected units to a random location 120-170 units in front of Magnataur.